zodiac339 wrote: :yellowflag: The wording ends up with an unlimited number of protect tiles if the AP isn't used (easily accomplished by team comp) and that's a toxic thing to have in the game. While it's easy enough to add "caps at X tiles" a more interesting idea is: "If there are 10 protect tiles at the start of your turn, the power reaches critical mass, converting all protect tiles to basic/charged tiles and destroying all tiles surrounding them. Destroyed tiles do not generate AP." Charged tiles make sense with the character and probably should be in his kit somewhere. The locked tile makes sense thematically as a containment field, and since the locked tiles other characters use are noticeably different from each other, it shouldn't be too much of an issue for the system to know that it belongs to that power. I'd suggest it not specifically target blue tiles, but instead target the target enemy's strongest color (locking their power down). You do intend Quantum Slam to unlock the tile for balance's sake, right? Hmm. Lower the cost. 8 . It has a downside, so lower cost. Oh, and if the yellow were to use charged tiles, maybe add "If there are at least 6 charged tiles, this power becomes Quantum Force, destroying all charged tiles." And in this case, Quantum Force would get the AP from the destroyed tiles. So, do these changes sound interesting?
slantedandenchanted wrote: You have a good point with the yellow power and purple however since Quasar isn't all that aggressive and I designed him to be less aggressive I feel like he works better as a defensive "turtle" character.
zodiac339 wrote: slantedandenchanted wrote: You have a good point with the yellow power and purple however since Quasar isn't all that aggressive and I designed him to be less aggressive I feel like he works better as a defensive "turtle" character. I don't remember enough about Quasar to know what the flavor should really be. It must be over 20 years since I saw any of the Quasar comics. The amount of protect tiles going on just seems excessive. Read a bit from wiki. Shielding and containing fit. Draining power is another common tactic. Attacks are typically with constructs, so hurling the containment unit is a cool way to demonstrate that. Hmm. Here's an idea for the draining effect. Rather than a steal effect, instead, it's a targeted AP destruction. Read like this: "Wendell realizes that his enemy's powers are dangerous and drains them to neutralize the threat. Target one basic tile, converting it to a charged tile (I know, I know. I talk about charged tiles a lot, but someone has to be able to use them. 4hor shouldn't have all the fun). Destroy 1 AP of the target color from the enemy's AP pool." Increase number of tiles that can be targeted with levels, and amount of AP destroyed per targeted tile to 2 AP, probably at level 4. For a 5 star, and the lack of damage, maybe 6 to 8 AP to use it, though with the power of choosing up to 10 cumulative AP of selected colors, 8 is probably closer to correct.